After my last post exploring SIMD instructions in Rust I was curious about the performance implications of
f32 values. My raytracer uses
f64 values for all floating point calculations. If it was not clear from the last post my knowledge of low level CPU performance is limited at best. With that said I would not expect
f32 to be any faster than
f64 on modern 64-bit CPUs since you can do
f64 calculations with a single CPU cycle anyway. In the benchmark mentioned in the previous post I tested the performance between
f32 and found no difference.
I had some interesting discussion and feedback on the SIMD post that convinced me to try the
f32 switch anyway. So I did and I then benchmarked the results.
I rendered the above scene featuring the Stanford Bunny 10 times on my Macbook and Dekstop computer with both f64 floats and f32 floats. All tests were ran on the latest Rust nightly. My dekstop computer runs Windows 10 and my Macbook runs macOS Sierra.
It turns out
f32 is about 30% faster in both these cases presumably because of more efficient CPU cache usage and potentially because there’s more opportunity for effective pipelining in the CPU. For this project I do not expect I will need the precision offered by the double precision floats in
f64 so I’ve decided to keep the
The reason this simple scene is so slow on both computers is that I have only implemented very rudimentary acceleration structures.